
June 7th, 1995. 1:15 AM. You arrive home after a year abroad. You expect your family to greet you, but the house is empty. Something's not right. Where is everyone? And what's happened here? Unravel the mystery for yourself in Gone Home, a story exploration game from The Fullbright Company.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 17 → 1.5/day in the week after.
About
Genres
Sums Steam only; PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−50% | 18.5Kreviews | 77% | — | $2.7M |
| $14.99 | 29.9Kratings | 76% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 837 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
não entendi nada, mas é legal e minha irmã é sapatona :D
剧情很好……游戏性几乎为0
You explore a house that has a story to tell. You piece together a complete story through fragments of narrative you find throughout the house. The main plot is about what happened to your sister, with subplots about your parents and the original owner of the house. Some things you find open up new areas of the house to explore. It's not a horror game, but the house does have a very eerie atmosphere, and you'll be darting to to turn on the lights every time you enter a new room. Don't look up the story on a wiki or a watch a lets play before you play. The full story, when pieced together, isn't terribly complex. That's not to say it's a bad story (I loved it!), it's just that uncovering & piecing together the story is where Gone Home's narrative intrigue lies. If you already know the story before playing, there's not for the game to offer to you. Gone Home is short---approx. 2 hrs. If $20 is a steep price for a 2 hr game for you, then wait for it to go on sale. (I got it on sale for $1.90)
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.75/day in the week to Aug 3 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $2.99−80% |
| 1.1Kratings |
| 62% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 838 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
lindolindo house of leaves vibes gay version
great story, awesome sound track
o que uma mulher não faz com a vida da pessoa meu vei, pqp
I think I'm just not the target audience here. I was filled with dread every time I opened a door, every time I had to search blindly for a lightswitch, and the horrible walk up to the attic... But the payoff, I felt, was not worth it. The walking was also very slow, but maybe I'm impatient. I found Sam to be annoying, Mom made me sad, the implied backstory for Terrence is still making my stomach turn. No wonder Katie went overseas!
I got this game for less than $3, it was made in 2013 but graphics feel timeless. I played it through twice so far. It is a short but sweet story. Being able to uncover pieces of the mystery clue by clue it shows a love story that was beautifully crafted and told. I recommend this game, and I've never played anything like it. I support the small development team of Fullbright, and I will forever wish I could play this for the first time again.
This game came out when I was in highschool. I didn't play it back then, but I remember hearing the discourse around it. I read online that it "wasn't really a game" and that it was pretentious and that it was boring. It has sat in the back of my head for years and every few years or so, having not played it yet, my opinion of it would shift. I started off defaulting to those critical opinions I had heard. "This game must not be for me, if all you do is walk around and look at stuff." I didn't appreciate the quiet, subtle nuances of storytelling that gaming could be used to express. Interactivity is one the greatest factors differentiating gaming from television or movies. Sure, a movie could tell the same story this tells, but I don't think it would carry the same weight. The true main character of this game is Sam. Putting the player in the shoes of Sam's sister helps strengthen the emotional connection you have to Sam as a character. Giving you snippets of the story as you explore an environment that both you and the character you play are unfamiliar with makes the exploration feel more natural. The family moved into the house while Kaity was traveling abroad, her stuff being left in boxes in the guest bedroom and basement. There isn't anything the player is meant to identify with as their own and all of the notes and journal entries you can read and hear throughout the house were written in the past year. This place is foreign to you and, with no one around to welcome you home, you are left to explore this house for the very first time, both as Kaity and the player. It makes your curiosity and surprise feel so much more natural than in other games. If Kaity had grown up here, there would be certain things you would have to ask "really? 20 years and she never found out about this?" As time went on I grew to appreciate not just indie games, but my opinion on walking sims changed from lazy coulda-been-movies to well thought out narrative devices that deserve their seat at the table. During this time I would look at gone home and think about how there was probably a good story there, but it does look kind of simple and other games must handle this type of thing better. While I do think the story is fairly simple, you aren't just experiencing the one story. Truth be told, there are a few weaving narratives that serve as a backdrop for the main narrative that is presented through Sam's journal entries. Looking around the house you will find things that point to your parents marital issues, the houses history and what may have happened to its owner, as well as who these people were before moving into the house and what the whole family dynamic would have been like when everyone was still living together before the move. There's enough to chew on that I think I'll be connecting little details together for the next few days and may even replay later down the line to see if I can learn more. Finally, I've been on a bit of a kick lately. Almost incidentally, I've been playing through a lot of "walking sims" these past few weeks - it may be better to call them interactive narratives, in my opinion. As I was remembering this game most recently, I decided to look it up and, sure enough, I could buy it for just $2! So I bought and jumped right in immediately. I have had so many different ideas of what this game could be, and I feel like many of those preconceptions were shattered. While the gameplay itself was largely what I expected, the narrative was far more compelling than I had initially speculated. The world building is so meticulous that I found myself just admiring the detail of it all. The rooms all feel realistic and lived in. The characters are easily understood just by looking at what and where you find their things in the house. Each object has some level of importance and the only odd thing that you might notice, as pointed out in one of the commentary tracks, is that there are no shoes in the house. It's remarkable how well I feel I know these people, after just having rummaged through there drawers one time over the course of about 4 hours. To sum up my thoughts: I think this is a great game. Looking back, critics of this game are largely people who have some arbitrary idea for what a game is or anti-woke losers who are likely bigoted. Don't get me wrong, I think you can play this game and come out having not enjoyed it, but many of the negative reviews I remember from when the game launched and on this very store page, fit into those two categories. If you are open to the idea that a game doesn't have take skill and you aren't a closed minded bigot, I think you will find this game to be quite endearing and beautiful. You may find that you like other games from this genre more than this one, but it's clear to see how far ahead of its time it was when it released and how it inspired many games that came after it. $20 is a bit steep over a decade after release; but it regularly goes on sale, so just buy it then.
Bon jeu avec des musiques immersives et des dialogues vraiment bien faits. J'ai un peu eu la vibe "A lost phone" qui m'a fait théorisé correctement le scénario mais c'est resté un plaisir de jouer au jeu. Les achievements sont durs à réaliser quand on ne les connait pas, mais je suppose qu'avec du temps et de la patience, ils sont réalisables. Au début, on se contente de parcourir les salles à la recherche d'indices qiu arrivent au compte goutte et qui nous font comprendre petit à petit l'histoire. Si vous aimez les jeu de mystères courts et sans horreur, ce jeu est fait pour vous!
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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